Prerequisite: Requires female sex Requires level 4 or higher
The world has chose you, one of six wielders of a sirens abilities. You are now able to harness the siren tattoos for your own desires. There can only be 6 sirens at a time, due to the 6 unique abilities.
- Phasewalk: You gain the ability to bridge the gap between planes. Twice per long rest, you have the ability to cast the Teleport spell at will on yourself and as a reaction. When you do so, you leave behind a blast of fire as you depart and return in a 5ft radius. (DEX Save, DC16) It deals 3d6 fire damage on a save, and half as much on a fail. You additionally gain 30ft of flight speed of wings of flame
- Phaselock: You gain the ability to lock an enemy in place within a bubble. You can use this ability twice per long rest, immediately putting the target inside a bubble restraining and paralyzing it. This requires concentration. Whilst you do so, you forfeit your reaction and all constitution saving throws are made at disadvantage for concentration. Range: 60ft
- Phaseshift: You gain to fully manipulate any and all metals at will. During combat, you are able to, once per turn, impose disadvantage to the next person who attacks you with a metallic weapon.
- Phasetrance: You gain the ability to form any part of the human form in a spectral image. The size limit is a 10 ft cube. Attacks made with your form are considered unarmed magical attacks. To Hit: (What you unarmed strike might be) + 5 On Hit: (You gain one extra dice of your unarmed attack) + 5. You gain a +3 and advantage on Perception checks made with sight, smell and hearing.
- Phaseleech: You gain the ability to sap the life force from living creatures. You gain a touch ability. When you touch a creature (regular bonus to unarmed attacks to hit), you deal 2d10 points of necrotic damage, +1d10 for every character level you have above 4th. When you drop a creature to 0 HP with this attack, you gain one ability from said creature at the DM's digression.
- Phasecontrol: You gain an uncanny ability to control animals and beasts. You now have the ability to speak with animals at will and to command them to do your bidding. You gain a + 15 to deception/persuasion/intimidation when convincing animals to help you. You gain a + 10 to deception/persuasion/intimidation when convincing beast monsters to help you. Once a creature agrees to aid you, the remain under your control via a pact until you decide to release them.
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